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Personally, after creating my thread (and poll) on this similar topic and reading all of the responses and rationale provided, I've come to 2 conclusions that I feel would work extremely well:

1) Add just one more slot per weapon, making 6 per bar plus 1 for the Ultimate.

2) Allow slotted passives, toggles, summons, etc. to continue to work or stay activated even if that bar is not the one currently being used.

I like option two better, because a lot of these said types of abilities go to waste unless they are slotted on both bars to receive full benefit from them. It not only stays true to the 5 + 1 slots which is the original game plan, but also opens up more options for those who would, at the moment, feel tied down or torn because of the need to use two slots for one ability in order to experience its full effect.

So technically it's a win-win situation. Same number of slots to play with (nothing changes there), but more freedom since no one ability would tie down more than one slot. That gives that one or two extra slots to play with for the MANY who are going to have a slotted passive, toggle, summon, etc.

------------------------------MMORPGs are great to look forward to after a hard day of work, but heaven is the ultimate reward for those who live Christ-like.

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Originally posted by AmegashieThe obvious solution to the passives issue would be to have separate bars for actives and passives, like in The Secret World. Too late for such sweeping changes by now though.

Passives are not slottable... they are just passives... you have them active if you meet the requirements.

The Magic Numbers for console gamepad optimization are 4,8 and 12. (5+1) x 2 is seven buttons (6 + weapon switch) so mapping that to a gamepad is somewhat awkward - 3+1 or 7+1 are more comfortable counts, as it keeps the ability buttons 'grouped' into the magic numbers. This is how they would do it, if they were really thinking "consoles" when they designed the system.

I suspect the true rationale behind it is to hedge against the JOAT possibilities created by the relatively open class structure.

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You will not get more than 6 active abilities at any point due to console limitations... it sucks if you want to play this on the PC but they made their choice and i`d guess they expect more console players to play it than PC players.(based on the number of copies skyrim sold on the pc/consoles)

For me its the most annoying "feature" as it dumbs everything down... at any point vs anything you have your 6 buttons, yey. Other games have 6 buttons just for defensive cooldowns/heals etc.

I think they tried to run after too many rabbits and won`t catch as many as they think... console players have to pay the game sub and, if they want to play other multiplayer games on their console, have to pay more to Sony. It adds up. I doubt they will get that many console subs, even if they made the entire game for them.

And PC players will be annoyed they are(again) considered second class players...

Either way its done now this was planned since the design stage they will let it play out.

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Personally, after creating my thread (and poll) on this similar topic and reading all of the responses and rationale provided, I've come to 2 conclusions that I feel would work extremely well:

1) Add just one more slot per weapon, making 6 per bar plus 1 for the Ultimate.

2) Allow slotted passives, toggles, summons, etc. to continue to work or stay activated even if that bar is not the one currently being used.

I like option two better, because a lot of these said types of abilities go to waste unless they are slotted on both bars to receive full benefit from them. It not only stays true to the 5 + 1 slots which is the original game plan, but also opens up more options for those who would, at the moment, feel tied down or torn because of the need to use two slots for one ability in order to experience its full effect.

So technically it's a win-win situation. Same number of slots to play with (nothing changes there), but more freedom since no one ability would tie down more than one slot. That gives that one or two extra slots to play with for the MANY who are going to have a slotted passive, toggle, summon, etc.

My (somewhat utopian) solution:

Have two setting options: "Welcome to the game, do you want 1 - PC format or 2 - Console format"?

If console players cry out that it would give pc users too much of an advantage then that only proves the point that their mechanics are constrained to suit their limited button pushing.

If this gear switching option is so easy as you say in the defense of console play, then for pc users at least allow the option of having both sets of skill options to be on screen simultaneously. Console players can happily continue with their gear switching -this won't affect you, it would be an option for pc users.

Give the option of converting the quickslots into a separate bar. If people are happy with the current method then they use the current format. Let other players choose to have this as a on-screen bar. After all - why should it bother you what someone else has on their screen during game play?

At present pc players are forced to try and produce console like game controls onto a mouse and keyboard. Something which whilst workable, reduces significantly the optimum playing experience for them.